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Old 04-18-2009, 05:17 AM   #561
Sang

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Re: Troubles compiling EDuke on Windows
Quote:
Originally Posted by tsug303 View Post
So I'm wondering what you guys use to build the game on windows
Huh? We just use Mapster32.exe. Or is that not what your problem is?
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Old 04-18-2009, 05:22 AM   #562
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Re: Troubles compiling EDuke on Windows
Quote:
Originally Posted by Sang View Post
Huh? We just use Mapster32.exe. Or is that not what your problem is?
He means build as in compile the source, not build a level
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Old 04-18-2009, 05:24 AM   #563
Sang

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Re: EDuke32 snapshot thread
Oh okay, I'll let myself out
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Old 04-18-2009, 05:51 AM   #564
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Re: EDuke32 snapshot thread
To build the game on Windows, use MinGW + MSYS. Some instructions there:
http://wiki.eduke32.com/wiki/Buildin...e32_on_Windows
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Old 04-18-2009, 07:43 AM   #565
tsug303
Re: EDuke32 snapshot thread
Quote:
Originally Posted by Plagman View Post
To build the game on Windows, use MinGW + MSYS. Some instructions there:
http://wiki.eduke32.com/wiki/Buildin...e32_on_Windows
Ok I'll try this way. Does it mean MSVC is not supported/updated anymore ? Do you guys use MSYS/MinGW for building win32 snapshots ?
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Old 04-18-2009, 08:13 AM   #566
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Re: EDuke32 snapshot thread
Man, I actually have no idea wtf is wrong with it when built with MSVC. It used to work just fine, but one day I installed Windows 7 on my development box and ever since I've been getting the same results with MSVC as you've gotten. It's not a huge issue for me as I prefer using MinGW to build on Windows anyway (see http://www.tdragon.net/recentgcc/ for a nice installer) but it would be nice to solve. Let me know if you manage to figure it out... occasionally I run into issues where it would be nice to have the MSVC debugger.
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Old 04-18-2009, 09:57 AM   #567
tsug303
Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Man, I actually have no idea wtf is wrong with it when built with MSVC. It used to work just fine, but one day I installed Windows 7 on my development box and ever since I've been getting the same results with MSVC as you've gotten. It's not a huge issue for me as I prefer using MinGW to build on Windows anyway (see http://www.tdragon.net/recentgcc/ for a nice installer) but it would be nice to solve. Let me know if you manage to figure it out... occasionally I run into issues where it would be nice to have the MSVC debugger.
Just managed to build it with MinGW and it works like a charm.
No idea what happen when using MSVC, I'd bet on some obscure linker options ...
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Old 04-19-2009, 12:39 PM   #568
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Nimoy View Post
Eduke32 refuses to let me replace the second dethtoll.mid (the one that is defined for user maps) in the USER.con with an .ogg. All of my other defines work, but this one refuses to load ANY .ogg, it just loads the dethtoll.mid.
Bump.
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Old 04-19-2009, 06:47 PM   #569
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Try "showheightindicators 0" in the console. Setting it to 1 will set it back to the default.
That worked perfectly FYI, thanks. It was already set to 1 in the console, so I changed it to 0. That did nothing so I changed it back to 1 and MOST of the surfaces stopped showing that line, but a lot still did. So I changed it back to 0 and then to 1 again once more, and that took care of it.

Quote:
Originally Posted by soulmate View Post
I also experienced that .. for me it helped to switch the 3d resolution in mapster from 1650x1080 ws to 1024x768 4:3 ... maybe try this if you're also working with a widescreen.
I mostly build on my spare PC at work, which runs a 17" Crt at 1024x768. So typically I run Mapster32 at 800x600 in Windowed mode. It's not an often occurance, but I'm betting it's just a little confusion on Mapster's behalf when you've got a fair few local points around your cursor... How is it supposed to know EXACTLY which one I want, especially if there are a few close by or overalying sectors... It's all good though, hasn't had a negative impact so far.
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Old 04-21-2009, 07:10 AM   #570
Player Lin
Re: EDuke32 snapshot thread
Got a eDuke32 crash on user map - "Icestation Colossus"
(http://msdn.planetduke.gamespy.com/hoticestation.shtml)

The savegame before crash, just use the camera and exit. : http://sites.google.com/site/playerl...attredirects=0

Here is the log.

Code:
EDuke32 1.5.0devel 20090313
addsearchpath(): Added D:/GAME/eduke32/
OS: Windows XP (5.1.2600) Service Pack 3
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Compiling: GAME.CON (152286 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45935 bytes)
GAME.CON: In state `blimphitstate':
GAME.CON:502: warning: expected action, found define.
GAME.CON: In actor `ORGANTIC':
GAME.CON:3998: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5921: warning: found `else' with no `if'.
Found 3 warning(s), 0 error(s).
Resizing code buffer to 16200*4 bytes
Script compiled in 29ms
Compiled code size: 16192*4 bytes, version 1.4+
Pointer bitmap size: 2025 bytes
1916/11264 labels, 308/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
Initialized 32.0M cache
Using .RTS file 'DUKE.RTS'
Initializing OSD...
Using keyboard layout 00000409
Initializing DirectInput...
  - Enumerating attached input devices
    * MOUSE: 滑鼠
    * KEYBOARD: 鍵盤
Setting video mode 800x600 (32-bit fullscreen)
OpenGL Information:
 Version:  3.0.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 8600 GT/PCI/SSE2/3DNOW!
Cache contains 0 bytes of garbage data
Initializing music...
Loading OpenAL32.DLL
OpenAL Information:
 Version:  1.1
 Vendor:   Creative Labs Inc.
 Renderer: Software
Initializing sound...
Initializing MultiVoc... 
  - 32 voices, 1280 byte mixing buffers
Initializing DirectSound...
  - Primary buffer format: 2 ch, 44100Hz, 16 bits
  - Creating secondary buffer
Executing "eduke32_binds.cfg"
EOF: EDuke32
Cache time: 54ms
Fatal Signal caught: SIGSEGV. Bailing out.

 2435:  1315 ifspawnedby  1255 27728196
 2438:  1316 break 
 2439:  1318 sizeto  24 24
 2442: 31337 } 
 2443:  1320 ends  0 5 1 1 1 0 27728216 0 0
 2453:  1324 state  27728040
 2455:  1325 enda  0 27728216 0 0
 2460:  1328 state  27728040
 2462:  1329 enda  0 0 8 0
 2467:  1332 ifpdistl  3084 27728340
 2470:  1333 ifrnd  24 27728340
 2473:  1334 spawn  661current actor: 1705 (1250)
g_errorLineNum: 1325, g_tw: 4
UDP networking uninitialized successfully.
 
Uninitializing MultiVoc...
Uninitializing DirectSound...
Uninitializing OpenAL...
Uninitializing DirectInput...
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Uninitializing DirectDraw...
I used my modified GAME.CON but it should doesn't matter because even I deleted my GAME.CON, it still crash...

EDIT : Look like every security camera in that user map will make eDuke32 crashed...

EDIT 2 : Oh shit! If I pressed F2/F4 on here(http://sites.google.com/site/playerl...attredirects=0), eDuke32 will crashed... *sigh*
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Last edited by Player Lin; 04-21-2009 at 07:34 AM.
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Old 04-21-2009, 07:29 AM   #571
chicken

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Re: EDuke32 snapshot thread
There is a viewscreen at the very beginning of that level.
If you restart the level (without loading the savegame!) and use the viewscreen, does it still crash?
I assume that maybe your savegame is broken.

Man, i hope so, i made that level
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Old 04-21-2009, 07:46 AM   #572
Player Lin
Re: EDuke32 snapshot thread
Quote:
Originally Posted by chicken View Post
There is a viewscreen at the very beginning of that level.
If you restart the level (without loading the savegame!) and use the viewscreen, does it still crash?
I assume that maybe your savegame is broken.

Man, i hope so, i made that level
I can't sure, because it crashed like hell when I press F2 in many in-house areas......
Maybe I should restart the map...

EDIT : I'm restart the level, go directly to the position that I posted screenshot in my previous post(http://sites.google.com/site/playerl...attredirects=0) and I pressed F2, eDuke32 crashed.

EDIT 2 : Look like when I use some non-words-display "viewscreen", and game will crash... the "viewscreen" at beginning is fine, the diary one is fine too...
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Last edited by Player Lin; 04-21-2009 at 07:59 AM.
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Old 04-21-2009, 10:48 AM   #573
chicken

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Re: EDuke32 snapshot thread
I just played it again and it worked. Sorry, but i can't help you...
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Old 04-21-2009, 10:54 AM   #574
Player Lin
Re: EDuke32 snapshot thread
Quote:
Originally Posted by chicken View Post
I just played it again and it worked. Sorry, but i can't help you...

Do you use the latest snapshot(20090313) of eDuke32?
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Old 04-21-2009, 01:34 PM   #575
chicken

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Re: EDuke32 snapshot thread
yes i do

Maybe it's the texture-cache? did you delete that?
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Old 04-21-2009, 10:22 PM   #576
Player Lin
Re: EDuke32 snapshot thread
Quote:
Originally Posted by chicken View Post
yes i do

Maybe it's the texture-cache? did you delete that?
I did fresh eDuke32 installation, still happens, I have no idea... - -"
Maybe something about display/sound driver-relations...

EDIT : It's getting worse... I switched to software(classic) mode, oh shit.. eDuke32 directly crashed when I go to the "ice lake" that nears beginning area...

I don't have HRP install, so I can't test HRP mode, but your map on my machine is crash like hell, even I shut down Music/Sound...... it's so weird...
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Last edited by Player Lin; 04-21-2009 at 10:44 PM. Reason: Fixed some typo...
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Old 04-22-2009, 11:40 AM   #577
Chip

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Re: EDuke32 snapshot thread
I haven't downloaded the map but does it come with user art? If so make sure there in the main directory.
Although the game shouldn't crash is you see a few missing textures, I think I have in the past witnessed it crash where there are aload of missing tiles.
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Old 04-23-2009, 04:45 AM   #578
Player Lin
Re: EDuke32 snapshot thread
Quote:
Originally Posted by Chip View Post
I haven't downloaded the map but does it come with user art? If so make sure there in the main directory.
No, it's only just a map... no any other *.art files...

I still can't finger out why it crashes like hell when I want to save or go some areas...
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Old 04-23-2009, 05:46 AM   #579
chicken

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Re: EDuke32 snapshot thread
is it only this map?
or others too?
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Old 04-23-2009, 08:10 AM   #580
Player Lin
Re: EDuke32 snapshot thread
Quote:
Originally Posted by chicken View Post
is it only this map?
or others too?
What's you mean?
Are you mean other your maps? or other user maps?

I only get crashes like hell in your map, but I think it should only happens on some areas... Like here or I'm here and the way to the left and press F2, game crashed. If I run at software mode, it directly crashed on second screenshot's area......
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Last edited by Player Lin; 04-23-2009 at 08:25 AM.
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Old 04-27-2009, 05:04 PM   #581
Dopefish7590

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Re: EDuke32 snapshot thread
Just a question about Mapster32... Recently I can't [Right alt] to select sectors or slope using the [[] and []] keys... Anyone know of a way to fix this?

Here is my Mapster32.log
Code:
Mapster32 1.2.0devel 20090313
addsearchpath(): Added C:/Duke/duke3d/
Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'.
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/maphacks.zip'.
Using config file 'mapster32.cfg'.
Configuration file not found, using defaults.
OS: Windows Vista (6.0.6001) Service Pack 1
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Using keyboard layout 00000409
Initializing DirectInput...
  - Enumerating attached input devices
    * MOUSE: Mouse
    * KEYBOARD: Keyboard
Initialized 16.0M cache
Loading NAMES.H
Read 766 lines, loaded 737 names.
Definitions file loaded.
Setting video mode 640x480 (8-bit fullscreen)
IDirectDrawSurface_Flip(): DDERR_INVALIDPARAMS
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Old 04-28-2009, 08:08 AM   #582
DeeperThought

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Re: EDuke32 snapshot thread
I have a request. I need to be able to detect, in CON script, which renderer is being used (software, polymost or polyer). I don't want people complaining to me about black boxes and/or lack of lights and thinking it's a bug in my mod.
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Old 04-28-2009, 09:13 AM   #583
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Re: EDuke32 snapshot thread
I too would also find that request very helpful.
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Old 04-28-2009, 10:50 AM   #584
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Re: EDuke32 snapshot thread
Hmm, here's a feature i wouldn't mind (but i feel kind of guilty asking, becuse i know you are busy right now) -

The ability to set the texture cache to a different folder or hard drive would be nice.

And this may seem odd, but maybe a means of altering the progress bar when loading levels (i sugested changing it entirely once, but people weren't happy) - maybe as a code for .def or .con files, the one that's there now looks ugly on my screen compared to the old one.

Or... Maybe just an option that turns the progress bar off, that'd be cool.
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Old 04-28-2009, 10:55 AM   #585
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Re: EDuke32 snapshot thread
Progress bar is already different for the next build because I wasn't happy with the previous one. It's a lot like the first one I used (the red bar), but this time it uses the caution tape tile. Not the one that says do not cross, the one without the text. It looks pretty cool.
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Old 04-28-2009, 10:59 AM   #586
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Re: EDuke32 snapshot thread
Heh. I can just imagine. "Do not exit while loading!", but since you already said it had no text..
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Old 04-28-2009, 12:55 PM   #587
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Blade Nightflame View Post
Heh. I can just imagine. "Do not exit while loading!", but since you already said it had no text..
"do not turn off or reset your xbox"
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Old 04-28-2009, 01:22 PM   #588
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Re: EDuke32 snapshot thread
Yeah, play the PC and don't turn off the XBox..
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Old 04-28-2009, 08:59 PM   #589
Hendricks266
Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Progress bar is already different for the next build because I wasn't happy with the previous one. It's a lot like the first one I used (the red bar), but this time it uses the caution tape tile. Not the one that says do not cross, the one without the text. It looks pretty cool.
How will that work for old TCs and mods without that tile, or a different one there?
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Old 04-28-2009, 10:44 PM   #590
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Re: EDuke32 snapshot thread
Old TCs obviously do not have high res resources and therefore do not have a loading bar.
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Old 04-29-2009, 03:40 AM   #591
lycanox

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Re: EDuke32 snapshot thread
It would run the replacement tile or the brick tile instead.
Which is actually better as the police tape is not suitable for every mod and it allows for customization.
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Old 04-29-2009, 08:23 AM   #592
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Re: EDuke32 snapshot thread
Maybe you could make it customizable in a def or something.
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Old 04-29-2009, 08:30 AM   #593
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by MusicallyInspired View Post
Maybe you could make it customizable in a def or something.

The ability to replace tiles with ones of your choice has existed since 1996.
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Old 04-29-2009, 08:31 AM   #594
Sang

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Re: EDuke32 snapshot thread
Quote:
How will that work for old TCs and mods without that tile, or a different one there?
Wondering about that as well but in the end it's a really minor issue.
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Old 04-29-2009, 03:20 PM   #595
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by DeeperThought View Post
The ability to replace tiles with ones of your choice has existed since 1996.
Well yes, but what if they don't want the progress bar to point to that particular tile and/or they want to use a different tile for the actual game? I guess it's not a big deal, though...
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Old 04-29-2009, 03:31 PM   #596
IceColdDuke
Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Man, I actually have no idea wtf is wrong with it when built with MSVC. It used to work just fine, but one day I installed Windows 7 on my development box and ever since I've been getting the same results with MSVC as you've gotten. It's not a huge issue for me as I prefer using MinGW to build on Windows anyway (see http://www.tdragon.net/recentgcc/ for a nice installer) but it would be nice to solve. Let me know if you manage to figure it out... occasionally I run into issues where it would be nice to have the MSVC debugger.
Its the compiler options unforuntelly. I only got it to compile using /Mt, which is kind of annoying cause the MSVC Runtime isnt compiled into the EXE :|, and you also have to disable incremental linking. And there's a memory leak when you switch levels, but with /Mt it doesn't f**k up any pointers, for what ever reason.

I traced it back to some of the build assembly causing a really horrendous memory leak, more than likely cause the /G6(Intel compiler option from back like 10 years ago) option is deprecated now. Any chance you could update the .C versions of the assembly? The debugger won't debug compiled .ASM files :|.

More information on /G6
http://msdn.microsoft.com/en-us/libr...0e(VS.71).aspx

Depcration of /G6
http://msdn.microsoft.com/en-us/libr...5t(VS.80).aspx

Quote:
/G3, /G4, /G5, /G6, /G7, and /GB compiler options have been removed. The compiler now uses a "blended model" that attempts to create the best output file for all architectures.
I would like to emphasize the bold parts.
Last edited by IceColdDuke; 04-29-2009 at 03:42 PM.
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Old 04-29-2009, 04:11 PM   #597
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Re: EDuke32 snapshot thread
How did you track the memory leak to the assembly code? Why would you think it's caused by the compiler optimization flags, and what happens if you use the C replacements?
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Old 04-29-2009, 06:52 PM   #598
IceColdDuke
Re: EDuke32 snapshot thread
Quote:
Originally Posted by Plagman View Post
How did you track the memory leak to the assembly code? Why would you think it's caused by the compiler optimization flags, and what happens if you use the C replacements?
When I was creating project files for jfSw I ran into a problem were the palette among other things got corrupted when I created a vanilla project file. There's a thread about it on that forum, well anyway it took me awhile to figure out it was the compiler flags. If I remember that /G6 option was still in VS 2005, but it was finally removed in 2008.

Well to make a long story short I did the same thing with EDuke32, as well as when I recompiled WinBlood, as well as right now I just got project files made for jfSW, but there is a HUGE memory leak present(20mb+) which is emitting from the ASM files. I not a expert with the build code by ANY MEANS, but I can assure you its coming from the assembly.

I have valid vcproj(VS 2008) files for EDuke32(SVN), jfSw, as well as WinBlood, and to just get it to load up the game without crashing I had to use Multithreaded /Mt(with this you have to include the VS runtimes :|), remove incremental linking, set Unicode off(this one should be obvious), and use /Zi(pdb). But switching levels causes a memory leak, and the classic renderer ALWAYS crashes or has various pallete issues still.

The C replacements for me cause ALOT of compiler errors, when compiled with NOASM, the USE_A_C( or whatever the preprosser definition for using A-C.c is) works just fine. The inability to use NOASM hinders trying to track it down to a exact location.

But it has all the symptoms of a memory leak:

A) Incremental Memory increase(20mb at least) EVERY time the game switches levels.
B) Pointer/Heap corruption
C) /G6 related to how code was compiled, which leads me to think its in the assembly some where.

Its in build somewhere, just as a test I built it with the sound stubs; to see if there is any problems with the sound assembly. The problem was still present, in each compiled build. I didn't think it was the sound anyway cause I never used any Duke or Shadow Warrior sound code in WinBlood, but I wanted to eliminate that possibility. In WinBlood I might knock out a unified memory managing system on the build side, see if I can trace it. But there's probably better people more skilled with build than I that can track it back faster.
Last edited by IceColdDuke; 04-29-2009 at 07:20 PM.
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Old 04-30-2009, 02:35 AM   #599
sirlemonhead

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Re: EDuke32 snapshot thread
I'm pretty sure I have WinBlood compiled with the NOASM define..I'll check for sure when i'm home.

Is the pallette corruption you're talking about the cause of the random blue walls?
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Old 04-30-2009, 02:42 AM   #600
IceColdDuke
Re: EDuke32 snapshot thread
Quote:
Originally Posted by sirlemonhead View Post
I'm pretty sure I have WinBlood compiled with the NOASM define..I'll check for sure when i'm home.

Is the pallette corruption you're talking about the cause of the random blue walls?
What version of Visual Studio are you using? And yes that would be it, to a more so degree in newer versions of build(such as EDuke32).

See your using Visual Studio 2005, in which case /G6 is depreached but the switch still works, in 2008 its completely removed.
Last edited by IceColdDuke; 04-30-2009 at 02:47 AM.
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